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flightgear/src/Sound/fg_fx.cxx

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// fg_fx.cxx -- Sound effect management class implementation
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//
// Started by David Megginson, October 2001
// (Reuses some code from main.cxx, probably by Curtis Olson)
//
// Copyright (C) 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef _MSC_VER
#pragma warning (disable: 4786)
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/debug/logstream.hxx>
#include <simgear/structure/exception.hxx>
#ifdef __BORLANDC__
# define exception c_exception
#endif
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <simgear/sound/xmlsound.hxx>
#include <Main/fg_props.hxx>
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#include "fg_fx.hxx"
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FGFX::FGFX () :
last_pause( true ),
last_volume( 0.0 ),
_pause( fgGetNode("/sim/sound/pause") ),
_volume( fgGetNode("/sim/sound/volume") )
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{
}
FGFX::~FGFX ()
{
unsigned int i;
for ( i = 0; i < _sound.size(); i++ ) {
delete _sound[i];
}
_sound.clear();
while ( _samplequeue.size() > 0 ) {
delete _samplequeue.front();
_samplequeue.pop();
}
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}
void
FGFX::init()
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{
SGPropertyNode *node = fgGetNode("/sim/sound", true);
int i;
string path_str = node->getStringValue("path");
SGPath path( globals->get_fg_root() );
if (path_str.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Incorrect path in configuration file.");
return;
}
path.append(path_str.c_str());
SG_LOG(SG_GENERAL, SG_INFO, "Reading sound " << node->getName()
<< " from " << path.str());
SGPropertyNode root;
try {
readProperties(path.str(), &root);
} catch (const sg_exception &) {
SG_LOG(SG_GENERAL, SG_ALERT,
"Incorrect path specified in configuration file");
return;
}
node = root.getNode("fx");
for (i = 0; i < node->nChildren(); i++) {
SGXmlSound *sound = new SGXmlSound();
try {
sound->init(globals->get_props(), node->getChild(i),
globals->get_soundmgr(), globals->get_fg_root());
_sound.push_back(sound);
} catch ( sg_io_exception &e ) {
SG_LOG(SG_GENERAL, SG_ALERT, e.getFormattedMessage());
delete sound;
}
}
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}
void
FGFX::reinit()
{
_sound.clear();
init();
};
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void
FGFX::bind ()
{
}
void
FGFX::unbind ()
{
}
void
FGFX::update (double dt)
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{
SGSoundMgr *smgr = globals->get_soundmgr();
// command sound manger
bool pause = _pause->getBoolValue();
if ( pause != last_pause ) {
if ( pause ) {
smgr->pause();
} else {
smgr->resume();
}
last_pause = pause;
}
// process mesage queue
const string msgid = "Sequential Audio Message";
bool is_playing = false;
if ( smgr->exists( msgid ) ) {
if ( smgr->is_playing( msgid ) ) {
// still playing, do nothing
is_playing = true;
} else {
// current message finished, stop and remove
smgr->stop( msgid ); // removes source
smgr->remove( msgid ); // removes buffer
}
}
if ( !is_playing ) {
// message queue idle, add next sound if we have one
if ( _samplequeue.size() > 0 ) {
smgr->add( _samplequeue.front(), msgid );
_samplequeue.pop();
smgr->play_once( msgid );
}
}
double volume = _volume->getDoubleValue();
if ( volume != last_volume ) {
smgr->set_volume( volume );
last_volume = volume;
}
if ( !pause ) {
// update sound effects if not paused
for ( unsigned int i = 0; i < _sound.size(); i++ ) {
_sound[i]->update(dt);
}
}
}
/**
* add a sound sample to the message queue which is played sequentially
* in order.
*/
void
FGFX::play_message( SGSoundSample *_sample )
{
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_sample->set_volume( 1.0 );
_samplequeue.push( _sample );
}
void
FGFX::play_message( const string path, const string fname )
{
SGSoundSample *sample;
sample = new SGSoundSample( path.c_str(), fname.c_str() );
play_message( sample );
}
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// end of fg_fx.cxx